I planned one battle while at my grandparents' house where the combatants had to steal a flag that was placed on top of/near a sleeping (real) cult. If the cult woke up the game ended. We never got to play it though.

Abilities:
Lazy -- Every turn, roll 1D6 for each cult. If you roll a 1 or 2, the cult spends its movement and action finding a good place to sleep and becomes Unconscious.
Spider Gymnastix -- cults can grip walls, climb, and jump a vertical distance equal to their Movement value. They suffer no negative effects from falling -- they can fall off a skyscraper and still be able to move and take an action when they land.
Nine Lives -- A cult which is killed is treated as if it is Unconscious.

These rules make cults very useful as ammunition -- put them in a trebuchet and launch them into an enemy squad, and they'll wreak havoc.

on the subject of cults my two are almost completely opposites.
One is half bobcat, he has black patches of fur medium hair that goes between his toes and bright blue eyes, hes kickass and his name is
Oliver.

The other is white and pink, shorthair and lazy. Skippy Jon Jones is his name.

Spend each day as if it were your last.
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"Weekends don't count unless you do something completely pointless." - Calvin

Thanks to Moronstudios for finding that -- dang, I totally forgot about that piece -- and to IV for complimenting my made-up-on-the-spot cult stats. My intent was basically to make a unit that could be fired by launcher into a mass of enemies and tear them apart. I HAVE to get some of those.